#include "stdafx.h"
#include "SceneInstance.h"
#include "Scene/SceneLua.h"
#include "Lua/LuaWrapper.h"



bool
SceneInstance::onLoad()
{
	SceneLua::push(Lua::instance()->state(), this);
	return Lua::instance()->call("Scene", "onLoadInstance", 1, 0);
}

//
//		entity management
//
IEntityManager*
SceneInstance::getEntityMgr()
{
	return &m_ettMgrs;
}